I'm a serial lurker, extremely occasional poster, just came here for some advice.
First of all, IT'S HAPPENING. I've finally got a group of people together to play this game. After years of having people say "Naw, I'm busy," or "I'm already playing Dungeons and Dragons," I've convinced five people to participate in an Ars Magica game potentially leading into a campaign.
The first issue to tackle is the fact that I'd rather not just jump straight into the saga; some amount of rules knowledge is appropriate before they can make wise decisions in character creation. So, the first game will be a scenario using pre-made characters. I'm going in with three goals: First, it should be fun. Second, they should have an idea of how the mechanics of Ars Magica work once it's done. Even with pre-made characters, it's difficult to teach the rules and have a story simultaneously. Third, I want it to tie in to the saga I'm planning on running, which will take place in the Transylvanian Tribunal and explore questions on the role of magi in society, and what the Order of Hermes should be doing. In order to try and work with some of these issues, I've concocted the following scenario:
A magus has been marched for a laundry list of Hermetic offenses, including interference with the mundanes, diabolism, impersonating a god, scrying on fellow magi, conspiring against the Order, and crossing the King's Road when the right of way belonged to the wagons. The list of charges is a bit trumped up, but that's not important. Five hoplites were sent to deliver the sentence of death, fighting their way into his mountain village home. Leading them on a chase through the regio containing his laboratory, captive spirits and many servants, the rogue wizard rebounded a spell upon one of them, leaving them dead, and managed to retreat to his sanctum. There, apparently cornered, he revealed his masterstroke: Lying in wait, a delayed ritual of Fenicil ready to unleash upon them! It was the very ritual used to break the hold of House Tremere, a mighty spell of confusion and madness. For better of worse the ritual botched, leaving everyone within the regio with gaping holes in their memories, unsure of who they are or why they were there. Due to the incomplete nature of the ritual, the memory loss is reversible through association, and will eventually fade over the course of a few days completely.
So, the characters start in the following situation. They awake, with no knowledge of who they are or what they want, in a strange town populated by similarly confused and angry people and pissed off spirits. Attempts to leave the village prove fruitless due to the nature of the regio, which none of them now know how to leave. There's a burnt dead corpse, the general feeling held by all that something frightening just happened, and a legal letter ordering the death of Aegidus of Guernicus for crimes against the order... now, if only they had a picture.
So, in short, it's a whodunnit Murder-Mystery in a closed village. As part of the memory-loss gimmick, I'll have cut the character sheets into pieces, and hand them back bit by bit as they figure things out about themselves. It'll start with just their belongings, appearance and personality traits, and flesh out from there. After they start a fight, a magus might get back a piece of paper titled "you seem to know how to handle yourself" with a list of combat-related skills.
I figure for Magi, Aegidus of Guernicus will be the strongest, with lots of Vim and a side of Theurgy and Spirit Magic. What would you suggest for the Hoplites? I figure I'll have a fire-slinging Flambeau and a some sort of spontaneous magic specialist in order to demonstrate two different uses of the magic system, but I'm not sure what to do with the other two.
Thoughts on the scenario? Thoughts on potential characters? Material I can cannibalize so I can have this ready by next Friday?